I just realized there isnt a single civ bonus or tech concerning petards.
Although I guess you could only do the usual, give extra armor, make cheaper, etc etc..
Maybe can make petards from siege work shop?
I just realized there isnt a single civ bonus or tech concerning petards.
Although I guess you could only do the usual, give extra armor, make cheaper, etc etc..
I just realized there isnt a single civ bonus or tech concerning petards.
Although I guess you could only do the usual, give extra armor, make cheaper, etc etc..
Maybe can make petards from siege work shop?
I just realized there isnt a single civ bonus or tech concerning petards.
Although I guess you could only do the usual, give extra armor, make cheaper, etc etc..
Maybe can make petards from siege work shop?
but that would be akin to the goth making huskarls from barracks, its not really new
I just realized there isnt a single civ bonus or tech concerning petards.
Although I guess you could only do the usual, give extra armor, make cheaper, etc etc..
Maybe can make petards from siege work shop?
but that would be akin to the goth making huskarls from barracks, its not really new
On the mod "Realms" on Voobly, there were a load of new civs. Many weren't balanced but some ideas were quite cool. For example:
Farms are smaller, cost less, have less food.
Techs/bonuses which gives units attack bonus vs other units, e.g cavalry archers +3 attack vs spearline
Dropsites work 2x faster
Conscription free
Killed units return x% of cost
In the expansions we have a lot of new civilization bonuses such as free lumber camp upgrades, free spear line upgrades, no buildings needed to advance to the next age etc. There are now so many combinations of civ bonuses and team bonuses, I wondered, do we have any left that are actually any good?
Can you come up with 3 to 4 civilization bonuses, and a team bonus, that could be used for a new civ in the future?
You’re not allowed to simply use a different combination of bonuses that are already used by any of the civs in AoK, AoC, AoFE, AoAK or AoR.
You’re also not allowed to modify any existing bonus, i.e. Britons shepherds work 25% faster, so you can’t have one that has shepherds working 15% faster and claim it’s a completely new and different bonus. Likewise you can’t have “Free Squires” because that’s is basically the Celts infantry bonus, only not as good.
I believe if there is ever another expansion pack, the new civs and their bonuses will be really overpowered or underpowered as opposed to balanced.
Would anyone care about free husbandry or houses having +2 LOS?
Free Fortified Wall or free Elite Skirmisher would be massively OP.
Faster working blacksmith could be good like the civ (can't remember which) that has an 80% faster university. Or did I dream that?
Can you come up with a decent combination that could be used for a new civ?
AoCZone is the new https://www.reddit.com/r/aoe2/ :lol: :lol:
There isn't a single civ with a bonus considering repairing.
Could either go for cheaper repairing; a quarter of the original cost instead of the current 50%.
Or for a speedier repair per villager.
Can also be a team bonus if the bonus isnt too big (civ bonus: 25% of the cost, team bonus: 40% of the cost)
AoCZone is the new https://www.reddit.com/r/aoe2/ :lol: :lol:
11 .. at least the plague is contained in one topic rather than on reddit, there used to be 3 different brilliant new civ posts everyday.
Some ideas for bonuses:
5) Civ has monks that can get 2 for 1 on conversions, but maybe they need longer time to convert. In other words, monk converts one enemy unit, another in a certain proximity also will be converted.
.
Spiked Armor: When a siege unit is attacked 50% percent of the damage is reflected back to the attacking unit.
As usual the minimum value is 1 damage, furthermore reflection damage is always melee regardless of the attacking units attack type.
Formula: ( Attack ( + any bonus that applies ) - armor ( defending unit ) ) x 0.5 - armor ( attacking unit ) = damage
For a fully upgraded halberdier on a mangonel/onager or scorpion that would be: (10-0) x 0.5 - 3 = 2 damage
fu Paladin on ram: (18+3) x 0.5 - 5 = 7 damage
fu Arbalest on onager: (10-7) x 0.5 - 3 = 1 damage
(this is technically not entirely my idea, its LetsImprove_'s who stated the idea first, but I'm gonna work it out and take all the credit)
siege defence
siege units have additional melee armour and cause trample damage
Ethiopians([linethru]malians[/linethru] get extra splash damage in HD)
Spiked Armor sounds nice, but (at least for me) it doesnt make too much sense that ranged attacks get the reflected damage; maybe the range of the reflected attack should be set to 1?iViktorius said:Spiked Armor: When a siege unit is attacked 50% percent of the damage is reflected back to the attacking unit.
(...)
fu Arbalest on onager: (10-7) x 0.5 - 3 = 1 damage
(...)
Spiked Armor sounds nice, but (at least for me) it doesnt make too much sense that ranged attacks get the reflected damage; maybe the range of the reflected attack should be set to 1?iViktorius said:Spiked Armor: When a siege unit is attacked 50% percent of the damage is reflected back to the attacking unit.
(...)
fu Arbalest on onager: (10-7) x 0.5 - 3 = 1 damage
(...)
11111 Expected, but I didnt want to prolong my first postiViktorius said:First I'd like to state that there are several things in aoc that dont make a whole lot of sense (transports, elephants and archers anyone?
Some ideas:
1) Team bonus - trade units move 15% faster (also helps survive raiding)
2) Military units can garrison in the buildings they were created from (example - a skirm can garrison in a range)
3) TC's work 10% faster (does not include up-timing)
4) Petards dont cost gold (should be fun!)
5) Rams hold double the capacity
6) Trebs cost -50%